UPDATED!
11/27/2012
Pvm or Skilling entry?
Dungeoneering action bars/loadouts:
http://rsbb.ca/e222 Note: Made a lot of updates to this due to dungeoneering being updated.
Melee GDQ = Freedom, allows you to break free of any kind of stun/snare and whilst fighting boosts your adrenaline.
W = Anticipation, use this in conjunction with Freedom after you get bound, or before you think you will get bound. Reduces damage by 10% and provides immunity from stuns/snare for 10 secs.
A = Slice, Deals up to 125% of current weapon Damage and 10% chance of a critical hit. 3 second Cooldown, chain with similar basics for optimal DPS.
S = Sever, Deals up to 188% of current weapon Damage and reduces the Foes hits by 10% for 10 seconds. (Very good vs. High Defence/Offence monsters.
D = Smash, deals 125% damage without the crit chance like slice does, but 10 seconds cooldown
F = Cleave, hit all monsters in a frontal cone attack, 125% of current weapon damage. Pretty good for packed gd's.
Z= Assault, Deals damage equal to 219% of current weapon damage in a 6 second auto-attack, good vs. high hp slay monsters and high def mobs.
X = Slaughter, Causes your target to 'Bleed' for 100-250% of current weapon damage, the damage is then increased by 3x if the target moves, this can be exploited by stepping under rangers and such so it moves
from its current position, VERY USEFUL Vs. Bosses, as you can kite around whilst Chaining Basic abilities and possibly more thresholds on top of it. The best 1v1 Threshold. Good to use on High defence monsters because you can activate slaughter and attack another monster whilst the other is in effect of slaughter.
C = Hurricane, Deals up to 188% of current weapon damage to all adjacent targets (3x3), The Best Multiway threshold, especially when chained with another AOE such as Dragonbreath.
0 = Pgt
- = Cast Pgt
= = GGS Tele
Hex/RangeQ = Freedom, allows you to break free of any kind of stun/snare and whilst fighting boosts your adrenaline.
W = Anticipation, reduces all damage taken by 10% for 10 seconds, provides immunity from stuns. Good ability becaue you're pretty vulnerable to melee when ranging, it is also a good ability to stall your adrenaline for 10 seconds so that it does not drain, useful in bosses when they're in an invulnerable phase that you cannot attack, IE; stomp.
A= Piercing Shot, Fire an Arrow that deals up to 125% of current weapon damage, this works really well with binding shot as if you use this Ability whilst they're bound/stunned it instead deals up to 157% of current weapon damage, good for mercs and skeletal mage trio/hobgoblin geomancer to name a few.
S = Ricochet, Fires an arrow at the intial target for 125% of current weapon damage then hits two other targets for 100% weapon damage, good for multiple shade spawns in Mono, primarily, but also good for packed gd's just the extra DPS.
D = Snipe, Takes aim and fires an arrow dealing up to 219% of current weapon damage, good for mercs and high level demons, combo attack also so you can easily chain this with a threshold or a basic ability.
F = Fragmentation shot, Fires a shot that fragments on impact dealing equal to 100-188% of current weapon damage for 6 seconds, if the target moves it will suffer 3x the damage, so ideal tactic is to run underneath the monst
Z = Bombardment, Fires a shot into the air that deals 219% of the current weapon damage, if other monsters are nearby it also affects them too.
X = Rapid FIre, In my opinion one of the best range thresholds, used specifically on boss monsters that are hexables. Fires a rapid amount of arrows over 6 seconds dealing up to 94% of the current weapon damage, this may not sound as good but, for a small amount of adrenaline this absolutely tears bosses apart.
C = Deadshot, 188% weapon damage on impact and a further 157% weapon damage over 6 seconds, you may be wondering why not incendiary? This is because Incendiary is based on your opponents max lifepoints at the time, so would only be good if you were fighting a soulgazer/eddi/seeker for maximum effectiveness. Also Deadshot's immediate attack is capped, but the 6 seconds auto damage still applies.
0 = Pgt
- = Cast pgt
= = GGS Tele
Melee BossQ = Freedom, allows you to break free of any kind of stun/snare and whilst fighting boosts your adrenaline.
W = Berserker, increases all damage by 100% for 20 seconds, but also effects damage vs. you, afaik it has an activation damage, please confirm
A = Kick the Target back a square/stunning them for 3 seconds, <- Disregard that, this move is extremely helpful on boss monsters as it deals up to 188% of the current weapon damage if the target cannot be stunned, a very helpful ability that has a Average cooldown, 15 seconds.
S= Slice, Deals up to 125% of current weapon Damage and 10% chance of a critical hit. 3 second Cooldown, chain with similar basics for optimal DPS.
D = Sever, deals up to 188% of current weapon Damage and lowers hits you recieve by 10% for 10 seconds.
F = Dismember, Deals 125% weapon damage over 6 seconds, very useful vs. High defence monsters, especially on boss as you can stack abilities on top of the 6 second damage.
Z = Quake, Smash weapon into ground lowering your opponents defence if the defence rating is above90% at the time, invaluable threshold if 0 ragers.
X = Slaughter, Causes your target to 'Bleed' for 100-250% of current weapon damage, the damage is then increased by 3x if the target moves on the spot/moves
from its current position, VERY USEFUL Vs. Bosses, as you can kite around whilst Chaining Basic abilities and possibly more thresholds on top of it. The best 1v1 Threshold.
C = Assault, deals up to 219% of current weapon damage in a 6 second auto attack session, cannot stack abilities whilst the animation is going. Very good 1v1 against higher def/high hp monsters
0 = Pgt
- = Cast Pgt
= = GGS Tele
Initial Magic Action BarReason why the 4 surges are on the bars is so to access the 15% damage spell more quickly than having to navigate spell book, it's alot more apm switching bars but I keep up with it perfectly, also lol I know ultimates really arent worth it, but there's a few that do provide extra dps, such as incendiary shot vs. A seeker does about 9k damage or so in one hit, which is pretty good seeing as you can use your basics straight after, also looked into berserker alot more, definitely worth using at a meleeable boss because iirc there's a damage burst as you active it, correct me if im wrong.
Q = Impact, Blasts target with a surge of energy, stunning them for 3 seconds, use this in conjunction with Wrack for superior DPS. If the target can not be stunned, bosses etc, it will instead deal up to 188% damage of the current spell selected. All spells are the same damage but the weakness is what makes the difference on actually wrecking stuff with magic or not.
W = Wrack, hits up to 125% of your current spells damage and when used in conjunction with something thats stunned it has capability of 157% of the current spells damage
A = Fire Surge
S = Earth Surge
D = Water Surge
F = Air Surge
Z = Hits up to 188% of your current spells damage, more accurate with the spell so the DPS output from dragonbreath is amazing in packed GD's
X = Combust, Applies DOT (Damage over time) effect dealing between 100-125% of the current active spells damage over 6 seconds
C = Chain, Hits up to 125% damage of current spell on impact and can hits 2 others for 100% spell damage, pretty useful in packed gds/multiple magic weak monsters in same room.
0 = Pgt
- = Cast Pgt
= = GGS Tele
Ultimate/Magic Thresholds BarNote: When maging, you should be doing surge > ability > surge ability, the only time when using mage should you spam abilities is when Impact/Wrack/Chain/Combust.
Q = Freedom, allows you to break free of any kind of stun/snare and whilst fighting boosts your adrenaline.
W = Anticipation, reduces all damage taken by 10% for 10 seconds, provides immunity from stuns. Good ability becaue you're pretty vulnerable to melee when ranging, it is also a good ability to stall your adrenaline for 10 seconds so that it does not drain, useful in bosses when they're in an invulnerable phase that you cannot attack, IE; stomp.
A = Metamorphisis, great ultimate especially at the likes of Kalger/dread/Rammer- While it's in effect your spell damage is 50% more, lasts for 20 seconds.
S = Asphyxiate, best mage threshold as it's a damage over time effect, dealing random damage over 6 seconds, hitting every 2. This is an amazing ability to use with Metamorphisis if you can, you can hit high 3000's while asphyxiate/Metamorphisis is active.
D = Wild Magic, Fires an unpredictable double magic attack at your target which deals between 25% and 250% of your active spells damage.
F = Detonate, the longer you maintain the effect ( up to 12 seconds ) the bigger the damage will be, this is amazing in packed GD's, you can do extremental damage and vs. slayer monsters such as Nechryael the damage is unmeasurable.
Z = Incendiary shot, fires an explosive shot at your target which detonates after 3 seconds dealing damage equal to 40% of their maximum lifepoints, this is on the 5th bar because it's only worth using if you GT into boss with thresholds active, even then it only caps at 5000; and if /Soulgazer/Eddimu/Nech/ Seeker GD.
X = Overpower, deals 200-400% weapon damage, excellent in bosses as a KO tactic or vs. high hp slayer monsters.
C = Pulverize, Deals 219% weapon damage and reduces their damage by 25% for 20 seconds.
Note: The home teleports in the last 3 slots are supposed to be group gatestone teleport, create gatestone, and gatestone teleport.Loadouts:
Loadout 1-
Platebody, blood necklace/shadow silkhood/platelegs, 2h, Range body, Bow
Loadout 2-
Platebody, blood necklace/shadow silkhood/platelegs/Robe top, 2h, Robe top, Staff
*Best * Loadout 3-
Platebody, bow, staff, 2h, blood neck
10 binds:
I recommend these binds.
Celestial catalytic staff, Celestial robe top, Celestial robe bottom, Primal platebody, Primal platelegs, Primal 2h, Blood necklace, Hex/Sagg shortbow, sagg arrows/promethium, Sagg body.
My current binds: Celestial catalytic staff, Celestial robe top, Celestial robe bottom, Primal platebody, Primal platelegs, Promethium 2h, Sagg shortbow, sagg arrows, Sagg body.
Hopefully I win, I worked hard on this and really want those sweet cosmetics I missed